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VOREStation/code/game/gamemodes/events/dust.dm
PsiOmegaDelta a07d20d657 Ports /tg/'s meteor implementation.
Merges the two meteor events into one, and now takes severity into consideration instead.
Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.
2015-06-05 14:58:35 +02:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/*
Space dust
Commonish random event that causes small clumps of "space dust" to hit the station at high speeds.
No command report on the common version of this event.
The "dust" will damage the hull of the station causin minor hull breaches.
*/
/proc/dust_swarm(var/strength = "weak")
var/numbers = 1
switch(strength)
if("weak")
numbers = rand(2,4)
for(var/i = 0 to numbers)
new/obj/effect/space_dust/weak()
if("norm")
numbers = rand(5,10)
for(var/i = 0 to numbers)
new/obj/effect/space_dust()
if("strong")
numbers = rand(10,15)
for(var/i = 0 to numbers)
new/obj/effect/space_dust/strong()
if("super")
numbers = rand(15,25)
for(var/i = 0 to numbers)
new/obj/effect/space_dust/super()
return
/obj/effect/space_dust
name = "Space Dust"
desc = "Dust in space."
icon = 'icons/obj/meteor.dmi'
icon_state = "space_dust"
density = 1
anchored = 1
var/strength = 2 //ex_act severity number
var/life = 2 //how many things we hit before qdel(src)
weak
strength = 3
life = 1
strong
strength = 1
life = 6
super
strength = 1
life = 40
New()
var/startx = 0
var/starty = 0
var/endy = 0
var/endx = 0
var/startside = pick(cardinal)
switch(startside)
if(NORTH)
starty = world.maxy-(TRANSITIONEDGE+1)
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
endy = TRANSITIONEDGE
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
if(EAST)
starty = rand((TRANSITIONEDGE+1),world.maxy-(TRANSITIONEDGE+1))
startx = world.maxx-(TRANSITIONEDGE+1)
endy = rand(TRANSITIONEDGE, world.maxy-TRANSITIONEDGE)
endx = TRANSITIONEDGE
if(SOUTH)
starty = (TRANSITIONEDGE+1)
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
endy = world.maxy-TRANSITIONEDGE
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
if(WEST)
starty = rand((TRANSITIONEDGE+1), world.maxy-(TRANSITIONEDGE+1))
startx = (TRANSITIONEDGE+1)
endy = rand(TRANSITIONEDGE,world.maxy-TRANSITIONEDGE)
endx = world.maxx-TRANSITIONEDGE
var/z_level = pick(config.station_levels)
var/goal = locate(endx, endy, z_level)
src.x = startx
src.y = starty
src.z = z_level
spawn(0)
walk_towards(src, goal, 1)
return
touch_map_edge()
qdel(src)
Bump(atom/A)
spawn(0)
if(prob(50))
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai))
shake_camera(M, 3, 1)
if (A)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
if(ismob(A))
A.ex_act(strength)//This should work for now I guess
else if(!istype(A,/obj/machinery/power/emitter) && !istype(A,/obj/machinery/field_generator)) //Protect the singularity from getting released every round!
A.ex_act(strength) //Changing emitter/field gen ex_act would make it immune to bombs and C4
life--
if(life <= 0)
walk(src,0)
qdel(src)
return 0
return
Bumped(atom/A)
Bump(A)
return
ex_act(severity)
qdel(src)
return